Mirrors Edge Level Design Challenges & Solutions
Conference: Game Developers Conference Europe 2010
2010-08-23 by Elisabetta Silli
Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirrors Edge, and Brink will help answer this question, and many others.
Destruction Masking in Frostbite 2 using Volume Distance Fields
Conference: SIGGRAPH 2010
2010-08-01 by Robert Kihl
The rest of the talks in the course can be found
here.
Talk in the Advances in Real-time Rendering course.
Bending the Graphics Pipeline
Conference: SIGGRAPH 2010
2010-08-01 by Johan Andersson
The rest of the talks in the course can be found
here.
Talk in the Beyond Programmable Shading course.
Stylized Rendering in Battlefield Heroes
Conference: SIGGRAPH 2010
2010-08-01 by Henrik Halén
Talk in the Stylized Rendering in Games course.
A Real-time Radiosity Architecture
Conference: SIGGRAPH 2010
2010-08-01 by Per Einarsson & Sam Martin
The other talks in the Advances in Real-time Rendering can be found
here
Joint talk with DICE and Geomerics about real-time radiosity in Frostbite 2 using Enlighten. Part of the Advances in Real-time Rendering course.
5 Major Challenges in Interactive Rendering
Conference: SIGGRAPH 2010
2010-08-01 by Johan Andersson
The rest of the talks in the course can be found
here.
Talk in the Beyond Programmable Shading course.